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Soldier of Fortune II:Double HelixScore: 9.0 / 10
I think this is the highest score I’ve ever given a game on the Empire. Looking at some of the great titles I’ve had the privilege of reviewing, it seems slightly out of place that a sequel that seems nothing more than a solid game should claim the mighty rare "9". Some would say that 9 is in fact the highest expression of numerical value. Philosophical and numerological propositions aside, Soldier of Fortune II: Double Helix (SOF2) is definitely deserving of all its praise and all of its high scores and ratings.
Once again, you assume the role of John Mullins, a mercenary that works with a special anti-terrorism organization named the Shop. This time around, you need to save the world from terrorists that have seized deadly biological weapons.
So take with me now a journey, and imagine as we boot up the game and begin the quest of having fun with this excellent piece of entertainment software.
First you will notice not only the regular single and multiplayer options in the game menu, but also a new feature called the Random Mission Generator, that RTS gamers may be familiar with to some extent. What it is, is exactly what it sounds like. Click on it and you will be taken to a screen where you have a few options that you can choose what you would like to do, the type of terrain, the weapons you will be carrying, etc. Then the generator does the rest, creating a unique scenario, different every time for you to play through. There is also the ability to save a scenario so that you can play through it again. This single feature is absolutely brilliant in concept and in execution, and is sure to please a lot of gamers who do not have a broadband connection and who are looking for games with a lot of replayability.
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Of course, the first thing the majority of gamers will do is jump into the single player campaign. Upon starting up the first mission, you will notice one of two things. Either you will be blown away by the graphics, or you will loathe your system because the game looks worse than the original Soldier of Fortune. The default video settings are detected and set by the game to maximize performance and frame rate at the expense of graphical quality. For |
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me, on the defaults, SOF2 really did look worse than the original. However, the game really errs on the side of performance maximization. I was able to improve the look of the game quite a bit without sacrificing the frame rate. If you do have a higher end Geforce 3 or 4 or Radeon card, you are in for a treat. The graphics are absolutely beautiful and really set the mood for SOF2.
The overall presentation immerses you totally. The detailed graphics, and the sound complement each other to create living breathing levels. In the jungle levels, tall grass sways in the wind and rustles as you glide through it. Bullets ricochet off rock surfaces, and broken glass crunches underneath your boots.
Adding to the realistic presentation is the realism of the enemy AI. Enemies will flank you, throw grenades at you if you are dug in, call for back up and react differently when shot. If injured, some will hobble away and drop their weapon. Others, if the weapon is shot out of their hands, will run away and look to grab another gun.
A large sticking point with parents everywhere is sure to be the level of detail Raven put into illustrating death animations and wounds. With the new GHOUL technology, Raven was able to create horrific dismemberment and death animations. For instance, shooting someone point blank in the head with a shotgun, will remove their head completely and reduce the body to a fountain of gore, as blood spurts from the neck in regular heart beating pulses. Being a gore buff, I say bring it on, but for the more sensitive (and sensibly sane) person, there is a violence lock that will tone things down a bit.
The variety of missions in SOF2 really adds to the balance of the game. During some missions, Mullins is required to man a cannon and take down enemies from a chopper or the back of a truck. In others, Mullins is required to infiltrate and use stealth to gain his objectives. This is done by carefully moving bodies around, avoiding detection through quietly sneaking by guards, and by using the knife to dispatch some enemies. The sound meter has been carried over from the first game, and it has been more effectively integrated into the game this time around. Enemies investigate the point of sound, and running, crouching, walking and crawling prone, all create different levels of noise.
Before each mission, you can choose your weapons and, in the course of the levels, you're able to pick up more. Each weapon is quite unique, and affects your enemies differently. They all have individual sounds, different levels of recoil, and varying levels of accuracy. Of great detail also, are the great reloading sequences, and animations of Mullins playing with his weapons when he is not using them.
Although, the game is incredibly detailed and realistic, it is by no means a tactical shooter. It definitely has more in common with Return to Castle Wolfenstein than it does with Ghost Recon. And with that, it is extremely solid and fun. It knows it’s an action title and it plays that way. The differing levels of difficulty don’t dumb down the AI, but rather limit the amounts of saves you have per mission. The multiplayer aspect of SOF2 is equally as solid as it’s single player portion. Based on the Quake 3 Arena engine, SOF2 makes use of solid net code, and, in general, offers common goodies of what is expected these days of most multiplayer modes.
I'm sure those playing Tony Hawk 3, Morrowind, and Grand Theft Auto 3, won’t drop everything to play SOF2. Those who do however, will be glad they tried it, and may find it hard to return to their steady diet of the aforementioned games.
- Mark Leung (June 26, 2002)
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